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Yeah I'm gonna mod them, somehow, when I can be bothered.
From a game perspective, making an indestructible shield as a player-buildable and movable object seems a tad over-powered. What prevents you from moving it in place adjacent to a strong emitter to just cheese the emitter?
Anyway, there are plenty of instructions on the wiki on how to create a custom unit. Feel free to create one and implement it.
It's actually the concept that an energy shield is DEstructible that is an artifice invented for convenience. From the moment the concept of an energy shield was invented, sci-fi writers had a problem. The good guys usually have to be in danger for there to be drama and suspense. Particularly true in modern sci-fi, where the writers always want the good guys to be technologically backwards and at a disadvantage, to get the audience to cheer for the "little guy". To which I say, ♥♥♥♥ that. These days the good guys in almost all sci-fi are idiots, and so I've switched to rooting for the bad guys--which is the reason I have my current username and avatar pic. Wow, ran off on a tangent there. Point was, sci-fi writers have always needed some way for the good guys to be in danger. Some way for a shield to break. So they invented the now-immortal trope that sustained weapons fire will bring a shield down.
If an "indestructible" energy shield exists at all in modern sci-fi, it's only the BAD guys who are allowed to have it. There's no basis for this, other than jackass sci-fi writers who suck at their jobs.
Heheh. Funny you should ask that. In a forum for a CREEPER WORLD game.
See, the very first Creeper World game I ever saw ("Creeper World Training Sim" or some such, it was a flash game) DOES have what you described here. If you can get a cannon next to an emitter in CW1, it does exactly what you described: it's sufficient to "cap" the emitter and shut it down permanently. The only catch being that you have to build your energy network over to that cannon to supply it with power.
And I never thought of that concept as game-breaking. In CW, once you get past the initial "creeper rush" and stabilize your position, the game gets easier as you keep going, and if you manage to knock on an emitter's front door, you deserve to win.
"Wow, Veers, wasn't that post kinda overly long.........?"
Yup. It's a hobby of mine. :)
Functionally identical, far as I'm concerned. :)
Personally, CW3's shield felt more like a typical energy shield. Once it was set up, nothing was getting through as long as you kept it sufficiently supplied. So I like the altered mechanics/changes with CW4 as the gameplay feels more dynamic. Albeit annoying/tedious at times but I've felt that way about Creeper World since I started with CW2 lol.
Sounds to me you have been reading bad Sci-Fi novels and saw an opportunity to vent about it....
There's quite a few novels that have both "bad" and "good" guys using indestructible shields and, arguably games as well. Though, of course, there needs to be ways to circumvent the shield else there could be no conceptual conflict.
Off my head, Dune has shields that block/deflect anything moving at "dangerous speeds". Plus, due to the nature of a laser hitting a field of charged ions/plasma causes intense localized explosions which translates to no one daring to use lasers against someone with a shield. Then games like StarCraft, Supreme Commander, EARTH 21XX, and Total Annihilation have shields with the caveat of requiring energy. Thus the shield can only block/deflect damage equal to its stored energy. Which, mechanically, basically makes the shields "rechargeable HP". Kinda like Mana Shields in fantasy games.
Naah, there's been good sci-fi where the Humans were untouchable, and the conflict took some form besides people shooting at each other. "Yes, we can use our time machine to erase the Enemy from existence, but is that really a good idea?"
There were a couple episodes of ST:TNG (exactly two, as I recall) where the Enterprise was facing off against a small fleet of enemy ships armed with completely outdated weapons, and who had absolutely no chance against the Enterprise. In one of those episodes, the fact that the enemy ships were completely outclassed, WAS the puzzle the Enterprise crew were trying to figure out. That puzzle was the key to the whole episode.
Creeper-World-wise, a truly invulnerable shield isn't game-breaking if it's done right. Say, it has a high production cost, or uses prohibitive amounts of power. In some strategy games, the high-end superweapons are MEANT to be game-breaking; they're designed specifically as stalemate-breakers and game-enders, in order to discourage turtle tactics and prevent forty-seven-hour statemate games (that last one is not a problem in CW games, though; once you stabilize, you've basically got it in the bag).
EDIT: Suddenly remembered, there have been a couple people in here who complained about that endgame "clear" being rather tedious. Personally I wouldn't mess with the formula, but there are some folks out there who would like some kind of superweapon to finish up a match once you've got it in the figurative bag.
On this, I'll just say that a great many different types of equipments have been called shields in human history. They have had widely varying utility, effectiveness, reliability, etc. That doesn't mean they didn't deserve the term 'shield'. That word describes a function, not how good something is at it.
Something I find amusing about the Nullifier in CW4: aside from firing range and build time, it's precisely identical to capping an emitter with a cannon in CW1. It fires at the emitter constantly, prevents any creeper from getting out of the emitter--and stops working if it loses power. In terms of function, they're identical.
I have a preference for the Nullifiers from CW3, because they actually destroyed the emitter. Make stuff go boom. Destroy the Enemy permanently. However, I'm pretty sure I know why KC made nullifiers in CW4 the way they are: CW4 is basically a prequel, and the technology the player uses is clunkier and more primitive than previous games. (I did a double-take when one of the end-game superweapons in the final story mission was a BLIMP..........)
Well there's a difference between a "basic" construction and a Superweapon lol. The Shield in CW is a "basic/advanced" construction and not a Superweapon, IMO. Though I understand the point you are trying to make. Command and Conquer Red Alert 2 Soviet Factions have the "Iron Curtain" which makes Structures/Units in the affected area invulnerable for ~60 seconds. It acts as both a way to hard turtle during an enemy assault or break through someone's turtle defenses. As opposed to using a Nuke that just wipes half the opponents base. So yeah, well versed in many Strategy games. Both Real Time and Turn Based. :D
Same. When I first started playing CW4 I lost a few maps due to not realizing the Nullifier doesn't destroy an Emitter like in CW3.(Blob killed it at some point and I sat there going "wtf? where did all this creeper come from?!" lol)
IMO, I think a lot of the changes were done in attempt to make the gameplay more dynamic. The prequel/lore is just a nice way to implement it or hand waive changes. Though, for good or ill, the game plays largely the same. As you said, once you stabilize you've won. Which is probably why I both love and hate the gimmicky/timer missions since you generally don't have time to stabilize.